Category Archives: Texture compression

Colour compression results

Here’s the result of the modified DXT1 colour compression experiment: The left side is standard DXT1 texture compression. The right side is the modified version, which involves shortening the reference colours to 15-bits and using the 2 spare bits as an “exponent”. The … Continue reading

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Floating point DXT1 texture compression (sort of)

DXT1 texture compression Take a look at this: The colours in the shadowed parts look horrible. This is because the colour data is compressed with DXT1 texture compression, which stores a block of 16 texels in 64 bits as two 16-bit reference colours … Continue reading

Posted in Development blog, Texture compression | Comments Off on Floating point DXT1 texture compression (sort of)